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Arabia

503213558Analyzed
3v3 RM · 10d ago on Aug 30, 2026· 71m 3s· 6 players
Game mode
Random Map
Map size
Normal (6 player)
Population
200
Speed
Normal
Resources
Standard
Victory
Conquest
Starting age
Dark Age
Ending age
Imperial Age
RankedLock teamsTeams togetherTeam positionsShared explorationLock speedFull tech treeHidden civsTurbo modeCheats
Victory
Defeat
🇸🇪 Britons · Sweden
739
+15
🇳🇴 Khmer · Norway
717
+16
🇳🇴 Franks · Norway
704
+27
🇱🇺 Spanish · Luxembourg
793
-19
🇨🇴 Vietnamese · Colombia
791
-19
🇪🇸 Vietnamese · Spain
570
-9
Player eAPM Actions Feudal Castle Imperial Opening
29 2,059 11:19 30:59 50:35 ⚔ Skirms into Scouts
24 1,672 10:33 26:11 39:52 ⚔ Scout Rush
20 1,395 10:09 25:29 39:34 ⚔ Archer Rush
16 1,103 11:21 19:38 40:17 ⛏ Fast Castle
16 1,164 10:36 22:15 36:28 ⚔ Archer Rush
14 1,003 13:00 28:38 42:25 ⚔ Skirmisher Rush

Resources

Player Food Wood Gold Stone Spent Collected
37,435 31,484 19,860 2,410 91,189 93,957
28,975 20,615 23,395 2,060 75,045 88,089
35,730 14,627 16,580 3,590 70,527 91,692
19,470 20,307 13,750 1,130 54,657 63,722
24,300 7,490 20,220 2,120 54,130 69,960
13,115 19,955 15,510 2,515 51,095 77,067
eAPM counts every action except AI orders — the automated orders the game issues on a player's behalf, which would otherwise inflate the number. Age times are when the player reached the age (hover for the click that started it). Openings are inferred from early production and building placement, and are omitted when unclear. The four resource columns are what a player spent — units and buildings ordered plus technologies researched, at standard costs; technologies a civ gets for free cost nothing, other civ discounts are not modelled. Collected adds what was still banked at the end, like the game's own statistics screen: a recording tracks the stockpile as one number rather than four, so it is a total only, and market trades shift resources without gathering any.
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